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New to the Interwebs: D&D Next

New to the Interwebs: D&D Next

Wizards of the Coast has just announced the creation of a new online portal which will feature information about the upcoming next iteration of Dungeons & Dragons. They seem to be specifically avoiding the “5th edition” label for the moment, instead going with the working title of D&D Next for the naming convention of the websites (although that name itself doesn’t appear in the text of most of the pages).

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The website includes links to some recent Q&A’s and other resources about the game, based upon the handful of demonstrations at the D&D Experience convention (and perhaps elsewhere), until the time when wide scale playtesting begins.

I repeat: Playtesting has not yet begun, but this portal allows you to sign up, in the hopes of getting access as early as possible. Once playtesting does begin, the relevant materials will be available for download through this website.

What are your thoughts on the next iteration of Dungeons & Dragons? What aspects of the game would you like to see kept (or reintroduced) from previous editions?

It’s a World of Slaughter: Small World Board Game

It’s a World of Slaughter: Small World Board Game

smallworldSmall World (Amazon)
Days of Wonder ($49.99)
2 to 5 players
Recommended ages: 8+
Playtime: Around 1 hour

Reviewed by Andrew Zimmerman Jones

Small World is a game where various fantasy races get to fight over a world that’s just too small for them all to coexist. The intriguing gameplay mechanic ultimately drives your races into decline, forcing you to select new races to sweep in and take their place. The victor is the one with the most Victory Points at the end of the game.

Each Race has special powers which are randomly chosen each game, resulting in a total of 280 different possible Race & Special Power combinations, from Swamp Giants to Dragon Master Skeletons to Seafaring Dwarves. (Or, in another permutation, Dragon Master Giants, Seafaring Skeletons, and Swamp Dwarves.)

The set-up can be a bit overwhelming when you first open the game, but once you’ve played it once, it’s a quick, fun game for the whole family. One nice feature is that there’s nothing hidden about the game, so this is excellent for introducing younger players to gaming. Though the recommended age is 8+, my precocious 6-year-old son and I have played this game multiple times. He often has questions about the way certain powers work, so the game lasts longer than an hour, but it’s loads of fun.

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The Birth of Sword’s Edge Publishing

The Birth of Sword’s Edge Publishing

SEP LogoSword’s Edge Publishing released its first product in 2004. Looking back, I think that the reason for starting the company were faulty. Not because it was self-publishing – self-publishing is considered “indy” for role-playing games and not frowned on as it is in fiction – but because myself and my initial partner in the venture wanted to publish rather than be publishers. That is an important distinction. We created SEP not because we wanted to start our own business, but because we wanted to have control over our creations. This is perhaps a laudable goal, but in hindsight I think we could have achieved artistic control without self-publishing.

In truth, while there were a few companies that might have been interested in the modern military adventures for the d20 RPG market – which is what SEP was producing – none of them were “publishers” in the sense that Wizards of the Coast (producers of Dungeons & Dragons), White Wulf (Vampire) or Steve Jackson Game (GURPS) were. Most were relatively successful self-publishers that had expanded into publishing the works of others. Given that these companies were mostly publishing PDFs and that the barrier for entry into the PDF market was low, we decided to just do it ourselves. As with punk rock, DIY has a certain cachet in RPGs. It didn’t necessarily indicate quality, but DIY certainly reflects passion.

We had that.

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New Treasures: Kiss My Axe: Thirteen Warriors and an Angel of Death

New Treasures: Kiss My Axe: Thirteen Warriors and an Angel of Death

kiss-my-axeLast summer I played around with Fraser Ronald’s RPG Sword Noir, a fun new game of hardboiled crime fiction in worlds of sword & sorcery.

Readers familiar with Fraser’s story in Black Gate 15, “A Pound of Dead Flesh,” will instantly get what Sword Noir is all about. The story centered on two legionnaires tangled up in a plot to cheat a very powerful necromancer, who quickly find themselves caught in a lethal web of secrets and betrayals. It’s a terrific sword-and-sorcery action piece, with characters who find skill with a sword is only slightly less critical to their survival than the ability to think on their feet — and quickly read a bad situation.

Sword Noir captured the same aesthetic in a wonderfully concise set of role playing rules, offering guidelines on crafting compelling adventures for players interested in unraveling labyrinthine plots in dark urban settings.

As the author described it: “Now is the time for your characters to walk down mean streets, drenched in rain, hidden in fog, and unravel mysteries, murders, and villainy.” (See Fraser’s complete overview in his most recent post for the Black Gate blog here).

Sword Noir was a wonderfully inventive system, and it was obvious Fraser had great ambitions for it. The fruit of those ambitions arrived this month: Kiss My Axe: Thirteen Warriors and an Angel of Death, a role-playing game of Viking adventure.

While it’s based on the underlying system from Sword Noir and the Sword’s Edge System, Kiss My Axe turns its attention to the heroics of the great Norse sagas, and the mechanics have been altered to provide more vivid and exciting combat.

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WotC Announces Fifth Edition Dungeons & Dragons

WotC Announces Fifth Edition Dungeons & Dragons

ddMike Mearls, senior manager of D&D research and development at Wizards of the Coast, today announced the project that will become the fifth edition of the world’s most popular role playing game.

Confused by the plethora of editions? Wondering if this is really a big deal? You’re not alone.

Gary Gygax and Dave Arneson published the first Dungeons and Dragons rules in a hand-assembled boxed set in 1974; in 1977 Gygax completely revamped the game into Advanced Dungeons & Dragons, the version that catapulted it into a household name. In 1989 David “Zeb” Cook and a new team at TSR rewrote the game, releasing a Second Edition of AD&D aimed primarily at younger players. D&D 3rd Edition arrived in 2000 from new owners Wizards of the Coast; it is widely credited with saving the game — and revitalizing the entire RPG industry with the streamlined d20 System, released at the same time. Version 3.5 came along in 2003, tweaking numerous rules, and the most recent incarnation is the Fourth Edition, published in 2008.

And yes, it’s a big deal.

Wizards is putting out the call to players around the world to assist in development, with an ambitious open playtesting program starting this spring. You can help shape the future of the game by signing up for the playtest here. According to Mearls,

The ultimate goal of this next iteration of D&D a game that rises above differences of play styles, campaign settings, and editions, one that takes the fundamental essence of D&D and brings it to the forefront of the game.

You can read the complete announcement here, and read more about the genesis of the new edition in today’s New York Times.

Art of the Genre: Game Review, Paizo Bestiary Collection

Art of the Genre: Game Review, Paizo Bestiary Collection

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One day, long ago, I went to a Waldenbooks and picked up a copy of TSR’s Monster Manual II. It was my first monster compendium, the only other I’d seen was a borrowed copy of Monster Manual I with the rather mundane David C. Sutherland III cover. It was this book, covered by Jeff Easley, that taught me just what it was to hold the power in your hand over a world of fabled monsters.

Still, the journey into the realm of the enemy, the monster, was on well its way with that purchase, as was my apprenticeship in the profession of Dungeon Master. That trip has taken a long and twisting road through more realms of imagination that could be spoken of this day, but nonetheless, it’s been a truly special one.

Monsters, you see, are the key to everything that truly IS a role-playing game. Sure, you could make the argument that it’s about the players, the story, the social interaction, but at the core it all revolves around the conflict. This conflict, and the experience points born from it, is inherently tied to the realm of monsters.

Simply put, to be an effective Game Master [as the term Dungeon Master has become antiquated over the decades, I guess, although I still use it…] you need to have a plethora of monsters at your disposal.

This is true of any system, but even more so in a fantasy setting, and as I started playing Paizo’s Pathfinder upon its release, I’ve had the pleasure of filling my shelves with some of their rather incredible monster supplements.

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Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

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It’s the day after Christmas here in L.A. as I write this, the office quiet, but I felt like going in anyway and getting some work done. Perhaps it was because yesterday, after a wonderful feast of turkey, potatoes, and all the fixings, I took a walk with the family three miles from my home out onto the Palos Verdes peninsula. This walk, in seventy degree temperatures with a slight easterly breeze and done in shorts and a T-shirt, held an immense amount of physical beauty.

With a cloudless azure sky, and a tranquil ocean all the way to the mountainous shadows of Catalina Island, the channel is was an epic vista. Still, what strikes a writer’s soul is often the movement of it all, the flights of pelicans looking like pteranodons sailing at eye level as you walk atop the hundred foot bluffs that drop into the whitewater curls of water churning below. If you look down into the kelp fields further out from the breakers you can spy the blazing orange Garibaldi, the state fish of California, as they shine under the waves amid the deep green strands, and further out into the endless blue go the whales.

Gray’s this time of year, majestic and high breaching, they spew mist into the air in pods traveling south, their monstrous tales fully lifted from the waves before plunging down once more into the depths.

It’s a stirring event, these migrations, and as I went home I couldn’t help but think about my next article and how the artist I’d be featuring had first seen and been moved by similar events, this time humpbacks, off the western cape of South Africa.

This gift of nature, and having shared his life between England and Africa, helped shape an artist who transitioned from full-time historical military drawer to the role of visionary painter in J.R.R. Tolkien’s Middle-Earth.

So, today I bring you the next part of my argument as to why the Middle-Earth Role Playing game is the most beautiful RPG ever made.

PART TWO:

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Steampunk Spotlight: Victoriana RPG update

Steampunk Spotlight: Victoriana RPG update

jewelempireA couple of weeks ago, I began my exploration of steampunk – one of the most popular subgenres in speculative fiction today – with a review of the upcoming board game Kings of Air and Steam, currently being funded through Kickstarter. (There’s still about another day before the deadline to pre-order a copy at a huge discount.)

Kings of Air and Steam focused on the more mundane aspects of the steampunk setting – shipping merchandise by airship and railroad. There’s certainly a lot more to steampunk than that and one game which embraces the more fantastic end of the spectrum is Victoriana RPG.

What is Victoriana?

Picture a traditional fantasy adventure setting, such as those made popular by Tolkien and Dungeons & Dragons, complete with elves, dwarves, sorcerers, undead, monsters, and so on. Now advance that world about 500 years, from the classic Middle Ages setting into the Victorian era. That is, essentially, the basis of Victoriana.

I favorably reviewed the Victoriana core rulebook and several supplement books in Black Gate #15 (now also available in Amazon Kindle format), but they’ve come out with three new sourcebooks since then. How do these new supplements stack up? If you really want to explore the world of Victoriana, these are definitely what you’ve been waiting for, although you will need at least the core rulebook to get started.

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Game Review: Castle Ravenloft

Game Review: Castle Ravenloft

61sthemncpl_sl500_aa300_I recently received a copy of Castle Ravenloft and I wanted to take a moment this Saturday to talk about it. Not that I’m looking to pitch or anything, but I’ve had the chance to play several of the ‘big box’ games rolling off the presses this year and it’s been kind of fun to compare what I’m seeing with each.

To me, Castle Ravenloft is a bastion from my youth, a place where I went only because I was dragged there by my DM, Mark, as a particularly creepy and nasty torture for my Dungeons and Dragons characters.

When I had the chance to crack the seal on this newest piece of the Ravenloft legend I was immediately taken back to my youth while also being brought forward in time to the newest incarnation of D&D thought up by the creative minds of Wizards of the Coast.

First off, know that this is a HUGE box, and as I started pulling stuff out of it I kept getting flashbacks to GenCon 2011 when I was trying to put together a physical copy of King Snurre Ironbelly’s throne room for the climax of my current Against the Giants Campaign. As I walked that huge conference hall in Indianapolis I was amazed at the cost of creating a dungeon and the denizens that populate it. I mean, I could have spent my entire budget trying to do it, and yet this box held four times the quantity of stuff I would have needed to run a successful dungeon.

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Art of the Genre: Maztica Memories

Art of the Genre: Maztica Memories

Fred Field's wife?  Only he can tell us...
Fred Field's wife? Only he can tell us...

After taking a moment to pull down the Dragon Mountain Boxed Set, I thought it might be fun to do the same with other lesser known boxes that came out of TSR around 1990. That period was actually the beginning of the end for the role-playing giant, Gygax ousted, sales flagging, and the need for fresh ideas and worlds seemingly all that the company could see as its savior.

As we are well aware, the next wave in the gaming industry wouldn’t come from the RPG table, but instead from cards, ala Magic the Gathering, but still TSR struggled to not only survive but come up with something fresh enough to gather new players.

It was here that we find various new titles rolling hot off their press, but many of the games in that period simply turned into boxed campaign settings along the lines of Maztica, which in itself is set in The Forgotten Realms.

This campaign was written by TSR staff author Douglas Niles, and although not as famed in novel fiction as Weis and Hickman, by 1990 Niles was pleasantly entrenched in the Forgotten Realms with his Darkwalker on Moonshae Trilogy. He also penned the Maztica Trilogy, including Ironhelm, Viperhand, and Feathered Dragon, but I’ve never read these three books so I can’t speak as to their worth for the purpose of supporting this setting.

Niles was challenged in this project to create a Mesoamerican world that mingles with the fantasy setting of the Forgotten Realms. In my opinion, after several so-so attempts at reading this set, he fails to deliver on what would make such a setting uniquely cool, ala demi-humans! The work tends to bog down in a kind of repetition of real-world conquistadors waging a campaign against indigenous peoples of the far south continents where the only change in the story line is that the priests actually had working magic.

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